Late clock and endgame

What changes when the clock, not the defense, is the constraint.

All families · 4 terms · 3 full, 1 partial, 0 short

2-for-1

Shooting quickly at the end of a period so the offense gets two possessions to the opponent’s one.

The end of a quarter, labeled about 30 seconds left. The handler 1 on the right wing, with the ball, shoots early: a dashed line runs from him toward the rim, labeled shoot early. 5 on the right block crashes the glass, cutting in beside the basket, labeled crash. The other three get back toward half court: 4 from the top of the key, labeled get back, 3 from the left wing and 2 up the right sideline from the corner. Each attacker has a defender near him, and 5's defender stands in the lane above the path of the shot.

Why it is run. Shooting by about twenty-eight seconds at the end of a period gives the offense two possessions to the opponent’s one, worth roughly a point at average efficiency.

What beats it. The opponent holding the ball on the possession in between so the extra one is a heave; and a shot rushed so badly that it costs more than the extra possession gains.

offense · Late clock · full · Taught in lecture 3.13 · See also Late clock, Pace

Foul game

Also: fouling up three, intentional fouls

Deliberately fouling late in a game to stop the clock and trade free throws for possessions.

Why it is run. A trailing team needs possessions and the clock is taking them away, so it buys one with a foul and pays in free throws that can be missed; the trade is bad and made only when the alternative is certain.

What beats it. Free throws made; the offense getting the ball to its best shooter before the foul comes.

defense · Late clock · full · Taught in lecture 4.9 · See also Transition take foul

Hack-a

Also: Hack-a-Shaq

Fouling a poor free-throw shooter away from the ball to give the offense two free throws instead of a possession.

Why it is run. Two free throws by a player who misses most of them are worth less than one ordinary possession, so fouling him away from the ball holds the offense below a point per trip without guarding it.

What beats it. Taking the target off the floor, the target making his free throws, and the away-from-the-play rule, which inside its window makes the foul one free throw by any player and the ball back.

defense · Late clock · full · Taught in lecture 4.9 · See also Foul game

Late clock

The last seconds of the shot clock, when the offense has to get a shot up and the defense can gamble.

Why it is run. Under about seven seconds the constraint is the clock, not the defense, so the order of preference inverts: a contested two that is taken beats a better shot that is not, the actions shrink to one read, and the offensive rebound is worth more.

offense / defense · Late clock · partial · Taught in lecture 3.13 · See also The hit, Isolation